The Official Left 4 Dead Thread

Blizzard said:
To see if it's too hard for the infected with them (which is probably the case). And if it's too hard for the infected, then I just thought that a config that only disabled medkits would be interesting.

The reason being, if both sides get pills, pipes, and molotovs in the same location now, it should be a more even experience, with the infected team who starts first getting the advantage as before. The other CEVO feature I would suggest disabling is the forced team-alternating, since I just felt like having the losing team always start first might work well with the new slightly more balanced item placement.

It's just an idea to test the balance of everything, since stuff just got changed. :)

I don't think you know what it is exactly that CEVO does. It does more than just item spawns.

Also same exact spot for pills, mollies, and pipe bombs is a stupid as shit idea. They should have had it be the same NUMBER of pills, mollies, and pipe bombs before a tank and after a tank.
 
Red Scarlet said:
If you crown her, it counts for not disturbing.
It's obviously been a while since you played with duckroll.
When someone triggers the witch, it's usually him, and then it takes us quite a few shots:lo

One thing I did like about crash course is the amount of options to get from A to B, which allowed me to circumnavigate the witches without the bots going all psycho on them.
 
I was able to go to a server hosted by F7 from my history with openserverbrowser and we had a pretty fun campaign. Good ping. One of the guys had Silent Hill music popping in and out on him, but otherwise it was good. Never would have gotten the server without history though.
 
vertopci said:
I don't think you know what it is exactly that CEVO does. It does more than just item spawns.

Also same exact spot for pills, mollies, and pipe bombs is a stupid as shit idea. They should have had it be the same NUMBER of pills, mollies, and pipe bombs before a tank and after a tank.
It's been a while since I saw the list or whatever, but I thought CEVO did the following:

* Guaranteed a tank spawns each map.
* Increased witch chances on (bla bla, more likely on maps 2-4 etc.)
* Disabled medkit spawns aside from ambulance/fixed medkits.
* Forced the teams to alternate their starting order, 1/2/1/2/1
* (other stuff I probably forgot...this may include displaying high-damage pounces)

Of course, my details are probably wrong.

Anyway, why do you think the same spots for pills, molotovs, and pipe bombs are stupid? (and as a secondary note, maybe there is a way for someone to make a mod that uses your idea of the same number before/after a tank)
 
Blizzard said:
It's been a while since I saw the list or whatever, but I thought CEVO did the following:

* Guaranteed a tank spawns each map.
* Increased witch chances on (bla bla, more likely on maps 2-4 etc.)
* Disabled medkit spawns aside from ambulance/fixed medkits.
* Forced the teams to alternate their starting order, 1/2/1/2/1
* (other stuff I probably forgot...this may include displaying high-damage pounces)

Of course, my details are probably wrong.

Anyway, why do you think the same spots for pills, molotovs, and pipe bombs are stupid? (and as a secondary note, maybe there is a way for someone to make a mod that uses your idea of the same number before/after a tank)

It's stupid because the team playing survivors second have a massive advantage...duh?
 
vertopci said:
It's stupid because the team playing survivors second have a massive advantage...duh?
And thus the point that I've mentioned twice before, that perhaps going back to the "losing team always goes first" methodology would be more balanced. If one team is going to have an advantage, it makes more sense to give it to the losing team if the goal is closer, "balanced" games. :)

(Note that this suggestion is ignoring the possibility of implementing your suggestion of equal numbers of random pipes before and after the tank.)
 
i think that only works when one team is far superior to the other. i don't think it would be fair in gaf games. i think the cevo way works fine.
 
Oh, hey, they changed the interface to show only the friends that are online and have actual invite buttons when inviting people to your lobby.
A much needed improvement. (I kept opening chats every time I wanted to invite someone, which got really old)
 
gonna take a sec for the servers to sync up with the new update:

Left 4 Dead


Made the variable "mp_gamemode" available again. Note that you can also load maps directly with different game modes by specifying it in the map command. For example, "map l4d_garage01_alleys versus" will set mp_gamemode versus for you automatically and load the first map of Crash Course

Added "mm_dedicated_force_servers" to allow specification of a list of dedicated server addresses manually used for searching (ms_force_dedicated_server is depreciated)

Updated shared libraries and DLLs preventing dedicated servers listing correctly, appearing on Steam groups, and being found via sv_search_key
 
Blizzard said:
And thus the point that I've mentioned twice before, that perhaps going back to the "losing team always goes first" methodology would be more balanced. If one team is going to have an advantage, it makes more sense to give it to the losing team if the goal is closer, "balanced" games. :)

(Note that this suggestion is ignoring the possibility of implementing your suggestion of equal numbers of random pipes before and after the tank.)

It doesn't make any sense at all because then the better team would shoot themselves on purpose to lower their health bonus for the first two, maybe three, maps. Losing team going as infected first is stupid. Far more balanced with ABABA turn order.
 
vertopci said:
It doesn't make any sense at all because then the better team would shoot themselves on purpose to lower their health bonus for the first two, maybe three, maps. Losing team going as infected first is stupid. Far more balanced with ABABA turn order.

I'm surprised that anyone would do that ever.
 
vertopci said:
It doesn't make any sense at all because then the better team would shoot themselves on purpose to lower their health bonus for the first two, maybe three, maps. Losing team going as infected first is stupid. Far more balanced with ABABA turn order.
That's both laughable and risky as far as I can tell. Nabs thinks it would only work if the teams were very unbalanced ("not GAF games"), but you think it would only work if the teams were close enough in skill for health bonus to let one team keep losing? If the skill level is that close, putting yourself at a close disadvantage late in the game sounds like a risky recipe.
 
From the looks of it so far, the update doesn't do what they said. My team got one medkit through 80% of the level, and the other team got four medkits in the first 50-60%. It seems that they may give each team EITHER an ammo pile/gun pile or a medkit in a particular spot, which naturally...isn't terribly balanced. Oh well. :lol
 
Blizzard said:
That's both laughable and risky as far as I can tell. Nabs thinks it would only work if the teams were very unbalanced ("not GAF games"), but you think it would only work if the teams were close enough in skill for health bonus to let one team keep losing? If the skill level is that close, putting yourself at a close disadvantage late in the game sounds like a risky recipe.

Not laughable at all. The later levels give you far more points due to the multiplier so keeping it close so you can know all the spawns on the fourth map ensures a much higher chance to get 180 up HP bonus on that map at 1.4 multiplier.

Blizzard said:
From the looks of it so far, the update doesn't do what they said. My team got one medkit through 80% of the level, and the other team got four medkits in the first 50-60%. It seems that they may give each team EITHER an ammo pile/gun pile or a medkit in a particular spot, which naturally...isn't terribly balanced. Oh well. :lol

If you're talking about the game we just played, you guys didn't look at those spots we did. So they were probably there, you just missed them.
 
vertopci said:
Not laughable at all. The later levels give you far more points due to the multiplier so keeping it close so you can know all the spawns on the fourth map ensures a much higher chance to get 180 up HP bonus on that map at 1.4 multiplier.
Oh yeah, I forgot about the multiplier.

vertopci said:
If you're talking about the game we just played, you guys didn't look at those spots we did. So they were probably there, you just missed them.
That is possible, but pillow thought he was looking very carefull, and I thought the rest of us were too since we were starting an unknown map, so who knows.

Anyway, I just finished playing the two maps. I was really bad due to being really bad, but also due to not knowing the maps. They are really long, and aside from the crazy medkit/gun thing the first map, they seem okay. I can't really hear audio voiceovers so I'll have to play it again with subtitles on. I'm not sure either team really knew what to do with the generator, so everyone died.

I feel like there are a lot of places for survivors to hide and very few (maybe just one) place where survivors can't get back. But, the length of the maps means there are generally some opportunities for the infected team to attack.
 
Blizzard said:
That is possible, but pillow thought he was looking very carefull, and I thought the rest of us were too since we were starting an unknown map, so who knows.

No. I know for a fact you guys didn't check three of the spots we checked on map one. I didn't pay attention on map 2 much though, but it seems you got kits in the same spot as us
 
So, three of you from this thread added me on steam (THANK YOU!).... I get a popup saying so, and... none of you appear on my friends list. wtfbbq
 
Hawkian said:
So, three of you from this thread added me on steam (THANK YOU!).... I get a popup saying so, and... none of you appear on my friends list. wtfbbq
You have to go into the Community tab and look for requests, and then confirm them. I'm uh...AgentElrond or something, I think, though my screen name is Blizzard. I can add you too if I know what your Steam name is.
 
CC was exhausting. Pretty good though. I heard bad things earlier in the day, but I guess they weren't playing VS.
 
So I saw that this is available for 15 bucks on steam, is it worth picking up given the fact the second one is releasing in about a month?
 
Sebulon3k said:
So I saw that this is available for 15 bucks on steam, is it worth picking up given the fact the second one is releasing in about a month?

yeah definitely. 15 bucks is a steal.
 
So, I don't hear any of the new voice tracks added for Crash Course (including the very start, no one says anything). Does it have something to do with my "vocalize" binds? Or some other issue? Really sucks missing out on what they added for the characters to say. :(
 
Red Scarlet said:
So, I don't hear any of the new voice tracks added for Crash Course (including the very start, no one says anything). Does it have something to do with my "vocalize" binds? Or some other issue? Really sucks missing out on what they added for the characters to say. :(
Delete all custom campaign content, especially audio. You can try selectively deleting only some of them or temporarily moving them around to see which one is the culprit. If you've Detour Ahead, delete it first. You can also try console command snd_rebuildaudiocache

steamapps\common\left 4 dead\left4dead\addons
 
I just played through CC, bit short but hey, free DLC is good DLC to me (glorious master race for the win here?).
Is it set right after No Mercy?
 
That's so sad they charge for the lesser version and the superior version is free, go figure! Anyhow played through this lastnight with a random team online and had fun.
 
I love all the texts Valve put in that break room between the 2 CC chapters.

There's like a very long text about some woman missing his dead zombie boyfriend and alot of funny comments surrounding it. I'm sure some of you read those. :lol
 
Okish level. There are better fan-levels though.

Not enough vertical fun. And it's pretty dull for smokers / hunters.

C+ VALVE.

I guess their keeping back most of the fun for L4D2.
 
There are more "fun" fan-levels, I guess, but they don't have the polish and detail of this. Feels like a real environment, whereas most fan-made levels feel made. It's not really wowing me, though. I thought after a few months break on both systems I wouldn't feel so burnt out on the game, but hey. Roll on L4D2.
 
Played it last night on advanced with some randoms and it was pretty fun. Tons of flamables, weapons, etc. Almost seems like a starter campaign to get people used to the game. I'll probably have people check this campaign out first if they're noobs.
 
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